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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About EpicSpaceGame

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  1. Well there goes #facebook. Appears to be down.
  2. Need an extra kick in the mornings? http://t.co/v4pD9grY
  3. I'm just wondering if this is possible. In my testing, im seeing a lot of packets lost. Because of the insane amount of packets being sent per second, I'm wondering if this is UDP blocking i've been reading about? Could it be something else? CPU usage is down, so is network usage. It only comes up when sending a 60 byte packet to 20 people each second.
  4. The messages I'm sending in this case are really combat only related messages. So I guess I have to ask myself if a message like that doesn't get there,  "Is that even a problem?"   In these messages, i'm just sending "Player A Fired Weapon B", and small data related that that projectile.   I'm already sending "Player Died" via TCP, so that should be ok.   So let me recap: The UDP Server Receives a Message It then relays the message 5 times to 1k people (We're looking at two different loops, one apparently large, scary stuff to me) And I need to make sure the Server's connection can handle that. I'm certainly worried about how long it'll take to go through a loop like that. But from what I've learned in this topic, it's the only way when dealing with UDP.   Let me know if you have any additional thoughts, and thanks again for the eye opener.
  5. Hey thanks for the link and the tip about the MTU Limit. Would you happen to have any links that describe how to: Detect that a packet was not Sent. Send another one after such an event. Basically the whole idea of how to deal with "Packet Loss" in UDP in general. (C# Preferably)   I read somewhere that you can include a number in the packet, some kind of ID number.   I do appreciate the clarification on this. :)
  6. So I'll more than likely need a way to Authenticate those packets, so I think you're right, a Client/Server model is the way to go anyway. Thanks for the wealth of information again StarbaseCitadel. Will really help me to make a great game.
  7. Hey StarbaseCitadel,   Thanks for the in depth responses. Will really come in handy going forward.   Quick Follow Up: My application is relatively small, the largest packet is about 100 bytes. I don't see it getting larger anytime in the future. If each room has about 1,000 people (I know, unlikely), and I send that packet each second, that's about 781.25 Kbps right? Is it fair to assume most clients should be able to handle something like that? Or should I shift my focus to a dedicated server. Clients send their signal once to that server. And that server does the relay/loop?   I guess my question is at what point should a UDP Dedicated server come into play?   Thanks,   -T
  8. What open world games did right in 2012: http://t.co/YEZRtJkL
  9. I've been doing a lot of reading and research on UDP as opposed to TCP.   My problem is how to UDP Multicast. So I just have a few straight forward questions I'm hoping anyone can help me with. Q1: UDP Multicasting only works on Local Networks, there is no way to "Broadcast" clients over the web. Correct? Q2: If I can't Multicast, then my only solution is to have a small database of users, and loop through their IP Addresses and send a packet one at a time to each client over the web? Q3: If I have to do this loop solution, then I have to keep an eye out for CPU usage and network usage? Q4: People say a dedicated server is not needed for UDP in any case. Is this correct?  Let me know if I'm missing something important in my quest to experiment more with this protocol.   What i'm trying do to [DotNet/C#]:   Have 1k users divided by 5 or so different broadcast rooms, (Like a chat room). And users in their specific rooms receive their messages without using a broadcast loop.   Since Multicasting only works on Local Networks... there's my new obstacle.   Thanks in advance for the help!
  10. I'm launching [b]The Epic Space Game[/b] here in October. It's an Ever Expanding and Infinite Universe! Piracy, Mining, Trading, Exploring, Get Lost in Space and setup a space station and conquer other player's sh*t MMO! You can go anywhere, and completely get lost. All objects are randomly generated and remain persistent. Player Owned Stations, Planets, Moons etc... [b]Game Link:[/b] [url="https://www.TheAlphaCompany.net/esg"]https://www.TheAlphaCompany.net/esg[/url] [b]Video:[/b] [media]http://www.youtube.com/watch?v=kwsvBgQXx1c[/media] - 100% Player Driven - An Epic Sandbox Game - One Persistent Universe - Dozens of different ships - Randomly generated content - Epic Space Battles over an insane amount of territory [img]http://www.thealphacompany.net/esg/creatives/image-151772-full.jpg[/img]
  11. Arma III Developers Arrested for Spying! http://t.co/bElaT2gH